dew Posted September 1, 2012 inspired by the cc4 map13 scenario i made a very simple test room to verify behaviour of a few crusher-related linedefs clashing with door linedefs: http://www.mediafire.com/?7132v21bqq7nvm3 the left side setup copies the cc4 setup (S1 switch, WR crusher stop), the right side adds more WR crusher lines for extra combinatory fun. the three front sides of the lift are D1 open-stay doors, the backside is DR open-wait-close. the resulting behaviour is wildly different and inconsistent between various ports (i tested vanilla d2, prboom+ and zdaemon myself), but all of them get hilariously confused in certain scenarios. megalyth tweaked the room and tested in choco and gzdoom, so for even more different outcomes get this: http://www.mediafire.com/?fr7c18i6zvr7dge there's a lot that can go wrong/weird and it'd take me too long to describe what we encountered, so here's a pastebin of our irc findings. have fun! 0 Share this post Link to post
Megalyth Posted September 1, 2012 dew said:megalyth tweaked the room and tested in choco and gzdoom, so for even more different outcomes get this: http://www.mediafire.com/?fr7c18i6zvr7dge That map actually only demonstrates one particular effect, and it only works in (g)zDoom because vanilla Doom can't activate a trigger on a sector if another is already in play. To get the effect, hit the switches in order, left to right, starting at the arrow. Let each action finish before triggering the next. http://www.mediafire.com/file/1uhdmy9f66d5pcr/crushterfuck.wad This map is similar to dew's first link, but with a few added triggers that affect the floor as well as the ceiling. The switch activates the crusher, the blue lines are repeatable door open/close triggers, the red lines are repeatable crusher start/stop triggers, and the green lines affect the floor height and movement. You start with a rocket launcher in case you need to "reset" the map. Most of this only works in a port that allows multiple sector actions simultaneously, of course, but depending on which triggers you use and in what order, you can get some strange results. 0 Share this post Link to post
Graf Zahl Posted September 1, 2012 There's so much undefined behavior here that it's hardly surprising. You won't ever be able to do this reliably because some of the implementation details of how doors and crushers work will always get in the way of each other. 0 Share this post Link to post
Megalyth Posted September 1, 2012 For added fun, set the heights of the crusher sector to a negative number, such as 32 for the ceiling and 96 for the floor. 0 Share this post Link to post
Quasar Posted September 1, 2012 Megalyth said:...because vanilla Doom can't activate a trigger on a sector if another is already in play... Not entirely true, in particular with respect to doors: http://doomwiki.org/wiki/Multiple_thinkers_on_a_single_door 0 Share this post Link to post